Description

Last updated at 8:49, 9 Aug 2013Uploaded at 0:41, 6 Aug 2013

Description:My goal for this mod was to improve the Testing Hall by fixing all bugs, adding new rooms, and improve the existing rooms. I have made many changes already, look below for a full list of changes.

Installation:Simply place Testing Hall Improved.esp in your Oblivion data folder and turn it on in Data Files.

Location of Testing Hall:There are two ways to get to the Testing Hall:1. Open the console using ` and type coc testinghall or,2. Use the portal behind the farmhouse in Weye. There should not be compatibility issues with Weye mods.

Changes:v1.1 Fixed bug caused by mod where you would get sent to a test jail cell instead of the Imperial City Prison when arrested in Weye

v1.0Fixed floating bush on the road between Hawkhaven and the Creature GroveTrespass Test Warehouse now has a proper bedFixed placement of door marker for the Trespass Test Warehouse doorMoved the Steel Sword from the ground to a crate in HawkhavenFixed door markers at Creature GroveAdded better lighting to the Crime WarehouseFixed the gap in the Crime WarehouseReplaced the bed with a bedroll in the Crime WarehouseAdded lighting to the Hall of CombatAdded lighting to the Fighting DojoAdded lighting to the Combat AI WarehouseAdded interior name for WarehouseNPCBuffAdded lighting to WarehouseNPCBuffAdded interior name for TestRangedDungeonAdded lighting to TestRangedDungeonAdded interior name for WarehouseTestTakeCoverFixed wall and floor gaps in WarehouseTestTakecover (this was very frustrating, I wasn't able to fix it completely)Added lights to indicate usable doors in the Hall of CombatAdded lighting to the Creature Testing HallAdded lights to indicate usable doors in the Creature Testing HallNew room: Dark HallAdded a door light to the Lockpick WarehouseAdded a key to the floor of the Lockpick Warehouse which will open the locked doorAdded lighting to AI Testing WarehouseRemoved NPC Combat AI Warehouse, it was an empty copy of another roomAdded lighting to the Pathgrid Testing WarehouseRemoved Object Avoidance Warehouse, it was an empty copy of another roomAdded interior name for TestVampireInteriorSlightly moved the door marker to TestVampireInterior to be centered with the doorAdded lighting to Upper Class Clutter WarehouseMoved a bed blocking the door in Middle Class Clutter WarehouseAdded better lighting to Middle Class Clutter WarehouseCentered door marker in Lower Class Clutter WarehouseAdded lighting to Lower Class Clutter WarehouseCentered door marker in Armor WarehouseAdded a light to the door in Armor WarehouseCentered door marker in Clothing WarehouseAdded a light to the door in Clothing WarehouseCenetered door marker in Weapon WarehouseFixed wall and floor clipping and position in Misc Clutter WarehouseResized a banner in Misc Clutter Warehouse to clip through the floorCentered Lighting Warehouse door markersAdded a light to the door in Lighting WarehouseFixed the door in Misc Clutter WarehouseFixed the door in Middle Class Clutter WarehouseAdded better lighting to Activator Testing WarehouseAdded better lighting to Container Testing WarehouseFixed door in Lockpicking WarehouseAdded interior name for TestEnchantedFixed gap with door to TestEnchantedAdded door light to TestEnchanted doorNew door light color: purpleNew door to Quest Item WarehouseNew door to Bruma test areaNew door to Erik Magic Test, be careful, the NPC summons in this room use player.placeatmeAdded a warning scroll to Erik Magic TestAdded better lighting in Erik Magic TestNew door to Vendor Test (the NPC refuses to sell you anything, I find this funny)New door to Todd Land (my personal favorite place)Moved floating torch in Todd's Test House Improved lighting in Todd's Test HouseNew room: Wayshrine WarehouseTest Basement removed, it was empty and had missing walls and floorAdded a portal that takes you to the Testing Hall behind the farmhouse in Weye